Information processing system, program, and computer-implemented method
The information processing system replicates the operational feel of one user to another by generating and controlling vibration data based on operation data, enhancing realism in multiplayer gaming scenarios across different controller types.
Patent Information
- Application Number
- JP2025088908
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-28
- Publication Date
- 2026-01-30
AI Technical Summary
Existing information processing systems that provide vibration effects lack the ability to effectively simulate the operational feel of one user to another user, particularly in multiplayer gaming scenarios.
An information processing system that allows a second user to view an application image of a first user using a controller with a vibration device, generating and controlling vibration data based on the first user's operation data to replicate the operational feel, with configurations for different types of controllers and prioritizing game vibration data.
Enhances the sense of operation and realism for the second user by replicating the operational feel of the first user through synchronized vibration feedback, supporting various game programs and controller types.
Smart Images

Figure 2026015710000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to information processing systems, programs, and computer-implemented methods. [Background technology]
[0002] Conventionally, there have been information processing systems that provide vibration effects. For example, Japanese Patent Application Laid-Open No. 2016-202486 (Patent Document 1) discloses a vibration signal generation system used in games. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-202486 Summary of the Invention [Problem to be solved by the invention]
[0004] There was room for improvement in the information processing system that creates the vibration effect. [Means for solving the problem]
[0005] (Configuration 1) In one embodiment, the information processing system is an information processing system that allows a second user using a second controller having a vibration device to view an application image of a first user using a first controller (which may be integrated with a game console or separate), and includes the following means.
[0006] means for acquiring operation data of the first controller A means for executing information processing based on the operation data and generating an application image. A means for displaying the application image on the display of the first user (hereinafter referred to as first display) A means for displaying the application image on the display of the second user (hereinafter referred to as second display) means for generating first vibration data (hereinafter referred to as first generation) in accordance with the operation data; A means for controlling the vibration device based on the first vibration data (hereinafter referred to as first control) According to this configuration, the second user can feel the operational feel of the first user playing along with the application image.
[0007] (Configuration 2) The information processing system of configuration 1 above may have the following configuration: The first controller includes a vibration device (which may be the same type of device as the vibration device of the second controller, or a different type of device). The information processing system further includes means for generating second vibration data (hereinafter, "second generation") based on the results of the information processing, and means for controlling the vibration device of the first controller (hereinafter, "second control") based on the second vibration data ("game vibration" in the embodiment). The first control is configured to be performed based on the first vibration data and the second vibration data. With this configuration, the second user can feel the sense of operation when the first user plays, along with vibrations corresponding to the content of the game played by the first user.
[0008] (Configuration 3) In the information processing system of the above configuration 1 or 2, the first control may be configured such that control based on the second vibration data takes priority over control based on the first vibration data. With this configuration, game vibration can be given priority.
[0009] (Configuration 4) In the information processing system of any one of the above configurations 1 to 3, the first generation and the second generation may be performed by a processor that executes a game program. With this configuration, the contents of the game vibration and the operation vibration can be changed for each game program.
[0010] (Configuration 5) The information processing system of any one of the above configurations 1 to 4 may have the following configuration: The information processing system includes a first information processing device used by the first user and a second information processing device used by the second user. The first information processing device includes means for performing the acquisition, the generation of the application image, the first display, the first generation, the second generation, and the second control, and further includes means for transmitting the first vibration data and the second vibration data to the second information processing device. The second information processing device further includes means for receiving the first vibration data and the second vibration data, and means for performing the second display and the first control.
[0011] (Configuration 6) In the information processing system of any one of the above configurations 1 to 5, the first vibration data and the second vibration data may have a common format and be treated indistinguishably.
[0012] (Configuration 7) In the information processing system of any one of the above configurations 1 to 6, the following configuration may be adopted: the vibration device of the first controller (hereinafter referred to as the first vibration device) and the vibration device of the second controller (hereinafter referred to as the second vibration device) are different, and the first control is configured to be performed according to the frequency characteristics of the second vibration device.
[0013] (Configuration 8) In the information processing system of any one of the above configurations 1 to 7, the first vibration data may be generated such that different vibration data is generated depending on the content of the operation data.
[0014] (Configuration 9) This is a program that causes a computer to function as the following means:
[0015] -Means for acquiring controller operation data A means for executing game processing based on the operation data and generating a game image A means for performing processing to transmit the game image to another information processing device in order to display the game image on a display of the other information processing device. A means for generating first vibration data according to the content of the operation data. A means for performing processing to transmit the first vibration data to the other information processing device in order to vibrate a vibration device of the other information processing device. (Configuration 10) The program of the above configuration 9 may have the following configuration: The program further causes the computer to function as the following means.
[0016] A means for generating second vibration data based on the result of the game processing. A means for performing processing to transmit the second vibration data to the other information processing device in order to vibrate a vibration device of the other information processing device. (Configuration 11) In the program of configuration 10, the first vibration data and the second vibration data may be transmitted without distinction.
[0017] (Configuration 12) In the program according to any one of the above configurations 9 to 11, the first vibration data may be generated so that different vibration data is generated depending on the content of the operation data.
[0018] (Configuration 13) A method implemented in a computer of a game system in which a second user using a second controller having a vibration device can watch game images of a first user using a first controller, the method acquiring operation data of the first controller, executing game processing based on the operation data, generating game images, displaying the game images on a display of the first user, displaying the game images on a display of the second user, generating first vibration data according to the operation data, and controlling the vibration device based on the first vibration data. [Brief explanation of the drawings]
[0019] [Figure 1A] FIG. 1 is a diagram showing a system configuration and an overview of a first aspect of the present embodiment (when a first type of game program is executed). [Figure 1B] FIG. 10 is a diagram showing a second outline of the first aspect of the present embodiment (when a second type of game program is executed). [Figure 2] FIG. 10 is a diagram showing an overview of a second aspect of the present embodiment. [Figure 3] FIG. 10 is a diagram showing an overview of a third aspect of the present embodiment. [Figure 4] FIG. 10 is a diagram showing an outline of a fourth aspect of the embodiment. [Figure 5] FIG. 2 is a hardware block diagram of the game device 2. [Figure 6] FIG. 2 is a hardware block diagram of the game device 3. [Figure 7] FIG. 2 is a hardware block diagram of the game controller 4. [Figure 8] FIG. 2 is a hardware block diagram of the game controller 5. [Figure 9] 2 is a diagram showing programs and data stored in a nonvolatile memory 21 of the game device 2. FIG. [Figure 10] FIG. 10 is a diagram showing a processing flow according to the game processing code C1-1. [Figure 11] FIG. 10 is a diagram showing a processing flow according to the game image generation code C1-2. [Figure 12] FIG. 10 is a diagram showing a processing flow by the game vibration data generation code C1-3. [Figure 13] FIG. 10 is a diagram showing a processing flow by the operation vibration data generation code C1-4. [Figure 14] FIG. 10 is a diagram showing a processing flow according to a vibration mode setting instruction code C1-5. [Figure 15] FIG. 10 is a diagram showing a processing flow by the code C2-1 for acquiring own device operation data. [Figure 16] FIG. 10 is a diagram showing a processing flow by the operation data transmission code C2-2. [Figure 17]FIG. 10 is a diagram showing a processing flow of guest device operation data acquisition code C2-3. [Figure 18] FIG. 10 is a diagram showing a processing flow according to the game image transmission code C2-4. [Figure 19] FIG. 10 is a diagram showing the processing flow according to the code C2-5 for determining the number of stored items. [Figure 20] FIG. 10 is a diagram showing the processing flow of the game image data storage code C2-6. [Figure 21] FIG. 10 is a diagram showing a processing flow by the vibration data conversion code C2-7. [Figure 22] FIG. 10 is a diagram showing a processing flow by the vibration data transmission code C2-8. [Figure 23] FIG. 10 is a diagram showing a processing flow by the vibration data acquisition code C2-9. [Figure 24] FIG. 10 is a diagram showing a processing flow by the vibration data transfer code (for host device) C2-10. [Figure 25] FIG. 10 is a diagram showing a processing flow by the vibration data transfer code (for guest device) C2-11. [Figure 26] FIG. 10 is a diagram showing a processing flow according to display code C2-12. [Figure 27] FIG. 10 is a diagram showing a processing flow of the vibration mode setting code (for the host device) C2-13. [Figure 28] FIG. 10 is a diagram showing a processing flow according to the vibration mode setting code (for the guest device) C2-14. [Figure 29] FIG. 10 is a diagram showing operation vibration data D1-2. [Figure 30] FIG. 10 is a diagram showing data stored in a volatile memory 22a of a game device 2a during program execution. [Figure 31] FIG. 10 is a diagram showing data stored in a volatile memory 22b of a game device 2b during program execution. [Figure 32] 3 is a diagram showing programs and data stored in nonvolatile memory 31 of game device 3. FIG. [Figure 33]10 is a diagram showing data stored in the volatile memory 32 of the game device 3 during program execution. FIG. [Figure 34] 3 is a diagram showing programs and data stored in the nonvolatile memory 41 of the game controller 4. FIG. [Figure 35] FIG. 10 is a diagram showing a processing flow according to the control data generation code C4-1. [Figure 36] 2 is a diagram showing programs and data stored in a nonvolatile memory 51 of a game controller 5. FIG. [Figure 37] FIG. 10 is a diagram showing a processing flow according to the control data generation code C5-1. DETAILED DESCRIPTION OF THE INVENTION
[0020] An embodiment will be described below. In the following description, the explanations of each element, such as a "game system," "game device," "processor," "non-volatile memory," "volatile memory," "vibration device," "program," "code," and "data," are, in principle, explanations of each element in this embodiment as one embodiment.
[0021] FIG. 1A shows an overall configuration of a game system 1 of this embodiment and an overview of a first aspect of the game system 1 of this embodiment. The first aspect corresponds to the inclusion of different vibration devices in the game system 1. The game system 1 includes a first-type game device 2 and a second-type game device 3. For example, the first-type game device 2 is a new game device, and the second-type game device 3 is an existing game device. The first-type game device 2 is configured to be connectable to a first-type game controller 4 (e.g., a new game controller) for the first-type game device 2 and a second-type game controller 5 (e.g., an existing game controller) for the second-type game device. The second-type game device 3 is configured to be connectable to the second-type game controller 5. Note that the game controllers may be integrated with the game device main body. Each controller is held by each user.
[0022] Game device 2 and game device 3 may be stationary game devices, portable game devices, or hybrid (integrated) game machines that combine stationary and portable types. Instead of game devices, information processing devices such as smartphones, tablet terminals, and personal computers may also be used.
[0023] In the example shown in FIG. 1A, two first-type game devices 2 are included (game device 2a and game device 2b) and one second-type game device 3 is included. The number of game devices is merely an example. In this example, game controllers 4a and 4b, which are first-type game controllers, are connected to game device 2a and game device 2b, respectively. Game controllers 5a, 5b, and 5c, which are second-type game controllers, are connected to game device 2a, game device 2b, and game device 3, respectively.
[0024] Communication between game devices 2 may be direct communication (so-called peer-to-peer communication), or communication via a server. It may be wireless communication or wired communication. It may be internet communication or local wireless communication.
[0025] A game program is executed in the game device 2a based on operation data from the game devices 2a, 2b, and 3. In the example of FIG. 1A, the first type of game program executed by the game device 2a is a program for the first type of game device 2, and is a program that generates vibration data that causes the first type of game controller 4, which is a game controller for the first type of game device 2, to vibrate as intended. As will be described later, game image data and vibration data are generated in the game device 2a, so the game program does not need to be executed in the game devices 2b and 3. The game device 2a is a host device in terms of executing a game program. The game devices 2b and 3 are guest devices in terms of not executing a game program. The game device 2a may execute application programs other than games.
[0026] Game image data is generated by executing a game program on game device 2a, which is the host device, and transmitted to game devices 2b and 3, which are guest devices. Images are displayed on the displays of game device 2a, game device 2b, and game device 3 based on the game image data. The game image data may be common to game device 2a, game device 2b, and game device 3, or may be different.
[0027] Vibration data for each controller is generated by execution of a game program on game device 2a, which is the host device, and data for the controllers of the guest devices is transmitted to game device 2b and game device 3, which are also guest devices. This vibration data causes vibrations to be output from the vibration devices of the controllers connected to game device 2a, game device 2b, and game device 3. Basically, the vibration data is generated separately by game device 2a, game device 2b, and game device 3, but common vibration data may also be present.
[0028] A first aspect of the game system 1 is an aspect in which, in an information processing system, different vibration devices present in the information processing system are appropriately vibrated by converting vibration data. In relation to the first aspect, the game system 1 of one embodiment has the following configuration and performs the following operation.
[0029] The game device 2a, which is the host device, converts vibration data generated for the second type game controller 5a connected to its own device and for the second type game controller 5c connected to the second type game device among the guest devices, into data that causes the second type game controller 5 to vibrate in a manner that is the same as or close to the intended vibration described above (hereinafter, this may be referred to as "converted vibration data"). Note that in this embodiment, the vibration data generated for the second type game controller 5b connected to the first type game device among the guest devices is converted by the first type game device, which is the guest device, and is not converted by the host device, but the conversion may also be performed by the host device.
[0030] The guest device 2b, which is a first type game device, converts vibration data transmitted from the host device and intended for the second type game controller 5b connected to the guest device into data that causes the second type game controller to vibrate in the same manner as or close to the intended vibration.
[0031] In the guest device 3, which is a second type game device, the vibration data conversion as described above is not performed.
[0032] FIG. 1B shows another situation of the first aspect of the game system 1. Specifically, it shows a situation in which the game program executed by the game device 2a executes a second type of game program. The second type of game program is a game program for a first type of game device, but is a program that generates vibration data that causes the second type of game controller 5 to vibrate as intended. For example, the second type of game program may be a program that has been ported (remade, remastered, etc.) from a game program for a second type of game device (e.g., a game program for an existing game device) to a program for a first type of game device. Since such a program is originally a program for a second type of game device, it generates vibration data that causes the second type of game controller 5 to vibrate as intended.
[0033] When the game program executed by the game device 2a executes a second type of game program, the processing of the game program executed by the game device 2a differs from the processing when executing a first type of game program (the processing described above using Figure 1) in the following respects.
[0034] When starting the game program, set it to "vibration mode for second type game controller" (hereinafter referred to as "second vibration mode").
[0035] The first type game device 2b among the guest devices is instructed to operate in the second vibration mode.
[0036] Since the vibration data generated in the second type game program is vibration data that causes the second type game controller 5 to vibrate as intended, in the second vibration mode, the vibration data generated for the first type game controller 4a connected to the host device 2a is converted into data that causes the first type game controller 4 to vibrate in the same or similar manner as the intended vibration. Note that in the second vibration mode, such conversion is not performed on the vibration data generated for the second type game controller 5a connected to the host device 2a or the vibration data generated for the game controller 5c connected to the second type game device 3 among the guest devices.
[0037] When the game program executed by the game device 2a executes a second type of game program, the program executed by the game device 2b differs in the following respects from the processing executed when the game device 2a executes a first type of game program (the processing described above using FIG. 1).
[0038] Set to the second vibration mode according to the instructions of the host device. In the second vibration mode, the vibration data intended for the first type game controller 4b connected to the device 2b itself is converted into data that causes the first type game controller 4 to vibrate in the same manner as or close to the intended vibration. Note that in the second vibration mode, no such conversion is performed on the vibration data generated for the second type game controller 5b connected to the device 2b itself.
[0039] When the game program executed by the game device 2a is a second type game program, the program executed by the game device 3 is the same as the processing when the game device 2a executes a first type game program (the processing described above using Figure 1).
[0040] 2 shows an overview of a second aspect of the game system 1 of this embodiment. The second aspect of the game system 1 is an aspect in which data of an application image to be displayed on the display of one information processing device is transmitted from one information processing device to another information processing device, and when the execution status of the application on the other information processing device is observed on the other information processing device, vibrations corresponding to the operation content of the one information processing device are transmitted to the other information processing device to enhance the sense of realism.
[0041] In a second aspect, the game device 2a is a spectated game device, and the game device 2b is a spectating game device. The same or a different game program may be executed on the game device 2a. In the second aspect, it is not necessary to use the operation data of the spectating game device. In the second aspect, the game system 1 of one embodiment has the following configuration and operates as follows.
[0042] The game device 2a, which is the spectated game device, executes the following process. · Game processing is performed based on at least the operation data of the own device 2a, and game image data is generated. In the case of a multiplayer game, game processing may also be performed based on the operation data of other devices.
[0043] A game image is displayed on the display of the own device 2a based on the generated game image data.
[0044] · Transmits game image data to the spectator game device 2b. · Vibration data is generated based on the results of game processing. Vibration data generated based on the results of game processing is called game vibration data.
[0045] Vibration data is generated based on at least the operation content of the device 2a itself. The vibration data generated based on the operation content is called operation vibration data.
[0046] The game controller 4a connected to the own device 2a is vibrated based on the game vibration data.
[0047] · Transmit the game vibration data and operation vibration data to the spectator game device 2b. The game vibration data and operation vibration data may be transmitted separately, or may be transmitted without distinction.
[0048] The game device 2b, which is a spectator game device, executes the following process. Receives game image data and vibration data transmitted from the spectated game device 2a.
[0049] The game image is displayed on the display of the own device 2b based on the received game image data.
[0050] The game controller 4b of the player's device 2b is vibrated based on the received vibration data. Instead of transmitting operation vibration data from the watched game device 2a to the spectating game device 2b, the operation data of the watched game device 2a may be transmitted to the spectating game device 2b, and the CPU 200 of the spectating game device 2b may generate operation vibration data based on the operation data.
[0051] In the second aspect, the second type of game device and the second type of game controller are not essential, and therefore a description thereof will be omitted.
[0052] 3 shows an overview of a third aspect of the game system 1 of this embodiment. The third aspect is an aspect in which countermeasures are taken in consideration of communication delays and packet loss that may occur when vibration data is transmitted from one information processing device to another information processing device. In the third aspect, the game system 1 of one embodiment has the following configuration and operates as follows.
[0053] Game device 2a, which is the transmitting device, executes the following process. Based on the results of the game processing, vibration data to be reproduced on the game device 2b, which is the receiving device, is generated.
[0054] The generated vibration data is transmitted to the receiving device. If there is no vibration data to be reproduced on the receiving device, vibration data with an amplitude of zero is transmitted to the receiving device.
[0055] Game device 2b, which is the receiving device, executes the following process. · Receives vibration data transmitted from the transmitting device 2a and stores it in a buffer.
[0056] Vibrate your device (or a game controller connected to your device) based on the accumulated vibration data.
[0057] When the accumulated vibration data is exhausted, the device (or the game controller connected to the device) vibrates while attenuating the amplitude based on the vibration data used immediately before.
[0058] In the third aspect, the second type of game device and the second type of game controller are not essential, and therefore a description thereof will be omitted.
[0059] FIG. 4 shows an overview of a fourth aspect of the game system 1 of this embodiment. The fourth aspect is an aspect that addresses communication delays that occur when predetermined data (for example, a series of game image data or position data of game objects, etc., data in which no serious problems arise even if some data is missing) is transmitted from one information processing device to another information processing device. In the fourth aspect, the game system 1 of one embodiment has the following configuration and operates as follows.
[0060] Game device 2a, which is the transmitting device, executes the following process. -Performs game processing and generates game image data.
[0061] Encodes game image data and sends it to the receiving device. Game device 2b, which is the receiving device, executes the following process.
[0062] Receives and decodes game image data sent from the transmitting device. - Calculate the communication delay of game image data.
[0063] The amount of game image data stored will be determined based on the delay situation. The oldest data among the stored game image data is used to display the game image on the display of the own device 2b.
[0064] In the fourth aspect, the second type of game device and the second type of game controller are not essential, and therefore a description thereof will be omitted.
[0065] 5 shows the hardware configuration of the game device 2. In this embodiment, the game devices 2a and 2b have the same hardware configuration, but may have different parts. When the elements of the game devices 2a and 2b are not distinguished from each other, they are referred to as a processor 20, a non-volatile memory 21, a volatile memory 22, etc., and when they are distinguished from each other, they are referred to as processors 20a and 20b, non-volatile memories 21a and 21b, volatile memories 22a and 22b, etc., with the symbols a and b added.
[0066] The game device 2 includes a processor 20, a non-volatile memory 21, a volatile memory 22, a display controller 23, an audio controller 24, a communication module 25, etc. The processor 20 is a SoC (System on a Chip) including a CPU 200 and a GPU 201. The CPU 200 and the GPU 201 may be provided separately. The processor 20 may be a general-purpose processor or a dedicated processor. The non-volatile memory 21 may be, for example, a ROM, NAND, SSD, etc. The volatile memory 22 may be, for example, a DRAM, etc. The display controller 23 is a controller that outputs display data to a display, and for example, a display controller IC may be used. The display 26 is, for example, a display in a portable game device or an external monitor (such as a TV or PC monitor) in a stationary game device. The audio controller 24 is a controller that outputs audio data to a speaker, and for example, an audio controller IC may be used. The speaker 27 is, for example, a speaker in a portable game device or an external speaker (such as a TV speaker) in a stationary game device. The communication module 25 transmits and receives data to and from the controller, other game devices, a server, etc., and may use a wireless IC such as a Bluetooth (registered trademark) chip, a Wi-Fi chip, or a network controller. Communication with other game devices may be performed via Wi-Fi communication or network communication. Communication with the game controller may be performed via Bluetooth communication, etc.
[0067] 6 shows the hardware configuration of game device 3. The hardware configuration of game device 3 may differ in performance, functions, etc., but is basically the same as the hardware configuration of game device 2, and therefore a description thereof will be omitted. The hardware configuration of game device 3 may differ from the hardware configuration of game device 2.
[0068] 7 shows the hardware configuration of the game controller 4. The game controller 4 includes a vibration control processor 40, a non-volatile memory 41, a volatile memory 42, an operation unit 43, a communication module 44, an amplifier 45, and a vibration device 46.
[0069] The vibration control processor 40 is a processor for generating data for controlling the vibration device 46 based on the vibration data, and may be, for example, an MPU, but may also be a CPU or the like. The control data generated by the vibration control processor 40 is input to an amplifier 45, and the vibration device 46 is controlled by the output of the amplifier 45. The vibration device 46 may be, for example, a voice coil motor, a linear resonant actuator, an eccentric motor, a piezoelectric actuator, a polymer actuator, or the like. The operation unit 43 may include an operation button, a joystick, various sensors (motion sensors, etc.), a mouse, or the like.
[0070] The game controllers 4a and 4b have the same hardware configuration, but may have different parts. When the elements of the game controllers 4a and 4b are not to be distinguished, they will be referred to as vibration control processor 40, non-volatile memory 41, volatile memory 42, etc., and when they are to be distinguished, they will be referred to as vibration control processors 40a and 40b, non-volatile memories 41a and 41b, volatile memories 42a and 42b, etc., with the symbols a and b added.
[0071] The vibration control processor 40, the operation unit 43, the amplifier 45, and the vibration device 46 may be provided in the game device main body. Also, the vibration control processor 40 may not be provided, and the CPU 200 may execute the processing.
[0072] 8 shows the hardware configuration of the game controller 5. The hardware configuration of the game controller 5 may differ in performance, functions, etc., but is basically the same as the hardware configuration of the game controller 4, and therefore a description thereof will be omitted. The hardware configuration of the game controller 5 may differ from the hardware configuration of the game controller 4.
[0073] The vibration device 46 of the game controller 4 and the vibration device 56 of the game controller 5 may be vibration devices with different characteristics. For example, the vibration device 46 may be a voice coil motor, and the vibration device 56 may be a linear resonant actuator.
[0074] The game controllers 5a, 5b, and 5c basically have the same hardware configuration, but may have different parts. When the elements of the game controllers 5a, 5b, and 5c are not to be distinguished from one another, they will be referred to as vibration control processor 50, non-volatile memory 51, volatile memory 52, etc., and when they are to be distinguished from one another, they will be referred to as vibration control processor 50a, 50b, and 50c, non-volatile memory 51a, 51b, and 51c, volatile memory 52a, 52b, and 52c, etc., with the symbols a, b, and c added.
[0075] A part of the above-mentioned processor or IC may be a hardware logic circuit. FIG. 9 shows the programs and data stored in the non-volatile memory 21 of the game device 2. Each program includes program code in a format executable by the CPU 200, and the program code includes instructions. The non-volatile memory 21 of the game device 2 stores a game program P1, a system program P2, an OS, etc. The game program P1, the system program P2, and the OS are executed by the CPU 200. The game program P1 is a program for the game device 2, and is a first type of game program or a second type of game program. The game program P1 only needs to be stored in the game device 2a, and does not need to be stored in the game device 2b.
[0076] The game program P1 includes game processing code C1-1, game image generation code C1-2, game vibration data generation code C1-3, operation vibration data generation code C1-4, vibration mode setting instruction code C1-5, game vibration data D1-1, and operation vibration data D1-2. Processing by each of these codes is executed on the game device 2a, which is the host device. The game processing code C1-1, game image generation code C1-2, game vibration data generation code C1-3, and operation vibration data generation code C1-4 are executed, for example, for each game frame. The vibration mode setting instruction code C1-5 may be executed once at the beginning of the game program, or may be executed during the game program.
[0077] The game processing code C1-1 includes commands for controlling character movement and actions, collision detection, scenario progression, etc. based on operation data. Specifically, the following processing is performed by the CPU 200 when this code is executed (FIG. 10).
[0078] · Game processing is performed based on the host device operation data d1, guest device operation data d2, and the scenario progress, and game parameters (d3) such as character positions are generated and stored in the volatile memory 22a (S1-1).
[0079] The game image generation code C1-2 includes an instruction to instruct the GPU 201 to generate game image data based on the results of the game processing. Specifically, the following processing is performed by the CPU 200 executing this code (FIG. 11).
[0080] Based on the game parameters d3, the progress of the scenario, etc., the GPU 201 is instructed to generate game images (S1-2).
[0081] Based on this instruction, the GPU 201 generates game image data (d4) and stores it in the frame buffer. The display controller 23 then displays the game image in the frame buffer on the display.
[0082] The game vibration data generating code C1-3 includes an instruction to generate vibration data in response to each event in the game (such as an object collision event or scenario progression). The operation vibration data generating code C1-4 includes an instruction to generate vibration data in response to the operation content of the operation unit 43. These vibration data may be generated by reading pre-stored data or may be generated by a dynamic calculation method. In this specification, "generation" includes reading pre-generated data from memory and using it as data to be processed.
[0083] The game vibration data D1-1 is vibration data stored in advance corresponding to each event in the game. The operation vibration data D1-2 is vibration data stored in advance corresponding to the operation content of the operation unit. FIG. 29 shows an example of the operation vibration data D1-2. As shown in FIG. 29, by changing the vibration pattern depending on the operation content, it is possible to sense on the guest device that different operations are being performed on the host device and / or different operation strokes, etc. The game vibration data D1-1 and the operation vibration data D1-2 are, for example, data sets including a series of multiple vibration data used sequentially. Each of these vibration data includes data indicating amplitude and frequency, but may also be control data such as voltage data.
[0084] Specifically, the game vibration data generating code C1-3 is executed by the CPU 200, whereby the following processing is performed (FIG. 12).
[0085] Based on the game parameters d3, the progress of the scenario, etc., a determination is made as to whether a vibration event has occurred for each game controller (for each player), and game vibration data D1-1 (the data set described above) corresponding to the event that has occurred is read out and stored in the vibration data area of the volatile memory 22a as data (d5-1) for game controller 4a, data (d5-2) for game controller 5a, data (d5-3) for game controller 4b, data (d5-4) for game controller 5b, and data (d5-5) for game controller 5c (S1-3).
[0086] Specifically, the operation vibration data generating code C1-4 is executed by the CPU 200, whereby the following processing is performed (FIG. 13).
[0087] If there is no game vibration data for 4b, operation vibration data D1-2 (the data set described above) corresponding to the operation content is read out based on the operation data of game controller 4a, and stored as vibration data d5-3 in the vibration data area of volatile memory 22a (S1-4). Note that in this embodiment, game vibration data and operation vibration data are data of the same format, and are stored indistinguishably in the vibration data area, but they may also be stored separately. Operation vibration data may be generated similarly for the operation data of game controller 5a. Similar operation vibration data may be generated for other game controllers connected to the guest device. Even if there is game vibration data for game controller 4b, operation vibration data may be generated and combined with the game vibration data.
[0088] The vibration mode setting instruction code C1-5 includes an instruction to instruct the system program to set the second vibration mode. This code is included in the second type game program, but not in the first type game program. Specifically, when this code is executed by the CPU 200, the following processing is performed (FIG. 14).
[0089] · Instruct the system program via API to set the second vibration mode (S1-5).
[0090] Next, the system program P2 will be described. The system program P2 includes a code C2-1 for acquiring operation data of the host device, a code C2-2 for transmitting operation data, a code C2-3 for acquiring operation data of the guest device, a code C2-4 for transmitting game images, a code C2-5 for determining the number of stored data, a code C2-6 for storing game image data, a code C2-7 for converting vibration data, a code C2-8 for transmitting vibration data, a code C2-9 for acquiring vibration data, a code C2-10 for transferring vibration data (for the host device), a code C2-11 for transferring vibration data (for the guest device), a display code C2-12, a code C2-13 for setting a vibration mode (for the host device), and a code C2-14 for setting a vibration mode (for the guest device). In FIG. 9, codes marked with "(H)" are codes executed by the host device, and codes marked with "(G)" are codes executed by the guest device. In this embodiment, the game device 2 stores both the code executed by the host device and the code executed by the guest device, and can therefore function as either a host device or a guest device. However, the host device does not need to store the code executed when operating as a guest device, and the guest device does not need to store the code executed when operating as a host device. Each piece of code included in the system program P2 may be included in the game program P1, firmware, etc.
[0091] The code C2-1 for acquiring own device operation data is executed by the host device and the guest device, and includes an instruction to acquire operation data of a game controller connected to the own device. Specifically, when this code is executed by the CPU 200, the following processes are performed sequentially, for example, for each game frame (FIG. 15).
[0092] Operation data is acquired from the game controllers (4a and 5a in the case of the game device 2a, 4b and 5b in the case of the game device 2b) connected to the own device (S2-1-1).
[0093] The acquired operation data is stored in the volatile memory 22 as the device's own operation data d1 (S2-1-2).
[0094] The operation data transmission code C2-2 is code executed by the guest device and includes an instruction to transmit operation data of the guest device to the host device. Specifically, when this code is executed by the CPU 200, the following processing is performed, for example, for each game frame (FIG. 16).
[0095] The game device 2a stores its own device operation data d1 in a transmission buffer area (area for data to be transmitted to other devices) of the volatile memory 22b, addressed to the game device 2a (S2-2).
[0096] The guest device operation data acquisition code C2-3 is executed by the host device and includes an instruction to acquire operation data transmitted from the guest device. Specifically, when this code is executed by the CPU 200, the following processing is performed, for example, for each game frame (FIG. 17).
[0097] The operation data of the game controllers 4b, 5b, 5c of the guest device received by the communication module 25 and stored in the receiving buffer (area for data received from other devices) of the volatile memory 22a is stored in the volatile memory 22a as guest operation data d2 (S2-3).
[0098] The game image transmission code C2-4 is executed by the host device and transmits game image data to the guest device. Specifically, when this code is executed by the CPU 200, the following processing is performed, for example, for each game frame (FIG. 18).
[0099] The game image data d4 on the frame buffer is read and encoded, and then stored in the transmission buffer area (to other devices) of the volatile memory 22a, addressed to the game devices 2b and 3 (S2-4).
[0100] When different game image data is generated for the host device and the guest device, the game image data is read from the area where the game image data for the guest device is stored.
[0101] The code C2-5 for determining the number of stored game image data to be displayed on the guest device is executed by the guest device, and includes an instruction to determine the number of stored game image data to be displayed on the guest device from among the game image data transmitted from the host device. Specifically, when this code is executed by the CPU 200, the following processes are performed in sequence at regular intervals (FIG. 19).
[0102] A process is performed to calculate the average value of each reception interval (the difference between the previous reception timing and the current reception timing for each reception) during the current fixed period (S2-5-1). The calculated average value data is used to calculate the variance for the next fixed period (calculation in S2-5-2). Instead of the average calculated in this process, the transmission interval (for example, the game frame rate) transmitted from the game device 2a may be used as the average value of the expected reception intervals in calculating the variance. Alternatively, the average value from the start of the session may be calculated.
[0103] The variance is calculated using the average value of the reception intervals in the previous fixed period and each reception interval in the current fixed period, and the standard deviation for the current fixed period is calculated (S2-5-2).
[0104] Based on the calculated standard deviation, the accumulated number of game image data to be displayed is determined and stored in the volatile memory 22b as accumulated number designation data d6. If the accumulated number determined based on the standard deviation is equal to or greater than a threshold, it is set to the threshold (S2-5-3). The accumulated number may be, for example, an integer multiple (e.g., 3 times) of the standard deviation. If the standard deviation contains a decimal point, it may be rounded up, down, or to the nearest integer. The communication delay status may be calculated using other methods without using the standard deviation. For example, the latest reception interval, the average reception interval, the delay spike time, etc. may be used. Instead of directly calculating the accumulated number from the standard deviation, reception interval, etc., the current accumulated number may be gradually decreased or increased.
[0105] The game image data storage code C2-6 is executed by the guest device and includes an instruction to store game image data transmitted from the host device. Specifically, when this code is executed by the CPU 200, the following processes are performed sequentially, for example, for each game frame (FIG. 20).
[0106] The communication module 25 obtains the game image data d4 received and stored in the receive buffer, and performs differential decoding using the "latest decoded game image data d7" (previously decoded game image data), thereby updating the "latest decoded game image data d7" (S2-6-1).
[0107] The decoded game images are stored (additionally stored) in the game image data area. If the game image data area already contains the number of data specified by the storage number designation data d6, the oldest data is deleted and the new data is stored (S2-6-2).
[0108] The vibration data conversion code (for host device) C2-7 is code executed by the host device and includes instructions to convert the vibration data generated by the game program according to the vibration device. Specifically, when this code is executed by the CPU 200, the following processing is performed, for example, for each game frame (FIG. 21).
[0109] It is determined whether the device itself is set to the second vibration mode (S2-7-1). Specifically, it is determined whether the vibration mode designation data d10 stored in the non-volatile memory 22a is a value that designates the second vibration mode.
[0110] If the determination result is negative, the vibration data d5-2 and d5-5 for the second type game controller 5a connected to the host device and the second type game controller 5c connected to the second type game device among the guest devices are converted to match the characteristics of the vibration device 56 (specifically, frequency conversion and / or amplitude conversion is performed), and the converted vibration data are stored in the vibration data area as d5-2' and d5-5' (S2-7-2).
[0111] If the determination result is positive, the vibration data d5-1 intended for the first type game controller 4a connected to the host device is converted (specifically, frequency conversion and / or amplitude conversion is performed) to match the characteristics of the vibration device 46, and the converted vibration data is stored in the vibration data area as d5-1' (S2-7-3). Note that in this embodiment, the game vibration data intended for the second type game controller 5b connected to the first type game device 2b among the guest devices is converted in the game device and is not converted in the host device, but may be converted in the host device.
[0112] The vibration data transmission code C2-8 is code executed by the host device and includes an instruction to transmit vibration data for each guest device to the corresponding guest device. When there is no vibration data to transmit to a guest device, data with amplitude = 0 is transmitted, thereby always transmitting vibration data to the guest device. Specifically, when this code is executed by the CPU 200, the following processing is performed, for example, for each game frame (FIG. 22).
[0113] Vibration data d5-3 and d5-4 for game controllers 4b and 5b of game device 2b in the vibration data area are stored in the transmission buffer area (to other devices) of volatile memory 22a, addressed to game device 2b. If there is no vibration data for game controller 4b, vibration data with amplitude = 0 and frequency = a predetermined frequency (predetermined frequency) is stored as vibration data for game controller 4b. The same applies if there is no vibration data for game controller 5b (S2-8-1).
[0114] The vibration data d5-5 or d5-5' for the game controller 5c in the vibration data area is stored in the transmission buffer area (to other device) of the volatile memory 22a, addressed to the game device 3. If there is no vibration data for the game controller 5c, vibration data with amplitude = 0 and frequency = a predetermined frequency (predetermined frequency) is stored as the vibration data for the game controller 5c (S2-8-2). As described above, each of the vibration data d5-1 to d5-5 is a set of multiple vibration data that are used sequentially, but in the processing by the vibration data transmission code C2-8, a certain number (one or more) of these vibration data are sequentially stored in the transmission buffer. In other words, depending on the number of vibration data included in one vibration data d5-1 to d5-5, the vibration data is not transmitted all at once, but is transmitted sequentially.
[0115] The vibration data acquisition code C2-9 is executed by the guest device and includes instructions for acquiring vibration data transmitted from the host device. This code also includes instructions for converting vibration data to accommodate different vibration devices. Specifically, when this code is executed by the CPU 200, the following processing is performed, for example, for each game frame (FIG. 23).
[0116] It is determined whether the device itself is set to the second vibration mode (S2-9-1). Specifically, it is determined whether the vibration mode designation data d10 stored in the non-volatile memory 22b is a value that designates the second vibration mode.
[0117] If the determination result is negative, the vibration data d5-3 and d5-4 for the game controllers 4b and 5b received by the communication module 25b and stored in the receive buffer (from another device) of the volatile memory 22b is acquired and stored in the vibration data area. At this time, the vibration data d5-4 for the second type game controller 5b is converted (specifically, frequency conversion and / or amplitude conversion is performed) to match the characteristics of the vibration device 56, and stored in the volatile memory 22b as converted vibration data d5-4' (S2-9-2).
[0118] If the determination result is positive, the vibration data d5-3 and d5-4 for the game controllers 4b and 5b received by the communication module 25b and stored in the receive buffer (from another device) of the volatile memory 22b are acquired and stored in the vibration data area. At this time, the vibration data d5-3 for the first type game controller 4b is converted (specifically, frequency conversion and / or amplitude conversion is performed) to match the characteristics of the vibration device 46, and stored in the volatile memory 22b as converted vibration data d5-3' (S2-9-3).
[0119] The vibration data transfer code (for host device) C2-10 is executed in the host device and transmits vibration data for each game controller to the game controller connected to the host device. When this code is executed by the CPU 200, the following process is performed for each game frame (FIG. 24).
[0120] The vibration data in the vibration data area intended for each of the game controllers 4a, 5a of the own device is stored in the transmission buffer area (to game controller) of the volatile memory 22a, addressed to each of the game controllers 4a, 5a (S2-10).
[0121] The vibration data transfer code (for guest device) C2-11 is executed by the guest device and transmits vibration data for each game controller connected to the guest device. This code includes an instruction to maintain the previous vibration when the vibration data received from the host device is gone. This maintenance of the previous vibration is performed while attenuating the amplitude of the previous vibration, but attenuation is not required. By executing this code, the following processing is performed, for example, for each game frame (FIG. 25). Note that the following processing is performed for each game controller connected to the guest device, but the following explanation will focus on the processing for game controller 4b.
[0122] It is determined whether or not vibration data for the game controller 4b is present in the vibration data area (S2-11-1). As described above, vibration data is constantly being transmitted from the host device to the guest device, so this determination can be used to determine whether communication has been lost or delayed.
[0123] If the determination result is positive, the instruction amplitude of the immediately preceding game vibration data d8 of the game controller 4b is multiplied by 0.9 to obtain the instruction amplitude, and the vibration data with the same instruction frequency as the immediately preceding game vibration data d8 is stored in the vibration data area as vibration data for the game controller 4b (S2-11-2). The multiple of the instruction amplitude (0.9 times) is just an example, and any value greater than 0 and less than 1 may be used.
[0124] After that, the vibration data in the vibration data area is read out sequentially and stored in the transmission buffer area (to the game controller) of the volatile memory 22b, addressed to the game controller 4b. The stored data is deleted from the vibration data area and stored as the immediately previous vibration data d8 (S2-11-3).
[0125] The display code C2-12 includes instructions for determining game image data to be displayed on the guest device and for causing the GPU 201 to render the data in the frame buffer. Execution of this code results in the following processing being performed, for example, at a period based on the average reception interval (FIG. 26). The average reception interval may be the game frame rate that can be expected as the average reception interval (a fixed value or a frame rate notified by the host device), or the calculated average reception interval described above may be used.
[0126] The GPU 22 is instructed to render the oldest game image data d4 stored in the game image data area, and the game image data d4 is deleted from the game image data storage area (S2-12). In response to this instruction, the GPU 201 stores the game image data d4 in the frame buffer. The display controller 23 then displays the game image in the frame buffer on the display.
[0127] The vibration mode setting code (for host device) C2-13 includes an instruction to initially set the vibration mode of the host device to the first vibration mode (set the vibration mode designation data d10 to a value designating the first vibration mode), and to set the vibration mode to the second vibration mode (set the vibration mode designation data d10 to a value designating the second vibration mode) upon receiving an instruction to set the second vibration mode by executing the vibration mode setting instruction code C1-5.The code also includes an instruction to instruct the first type game device 2b of the guest devices to set the second vibration mode. Specifically, the following process is executed during execution of the game program (FIG. 27).
[0128] The vibration mode designation data d10 of the device itself is initially set to a value designating the first vibration mode (S2-13-1).
[0129] It is determined whether or not a command to set the second vibration mode has been issued from the game program (S2-13-2).
[0130] If the determination result is positive, the vibration mode designation data d10 of the host device is set to a value designating the second vibration mode, and instruction data for setting the first type game device 2b among the guest devices to the second vibration mode is stored in the transmission buffer (to other devices) (S2-13-3). The processes of S2-13-2 and S2-13-3 are repeatedly executed during execution of the game.
[0131] The vibration mode setting code (for guest device) C2-13 includes a command to initially set the vibration mode of the guest device to the first vibration mode, and to receive an instruction from the host device to set the vibration mode to the second vibration mode and set the guest device to the second vibration mode. Specifically, the following process is executed during execution of the game program (FIG. 28).
[0132] The vibration mode designation data d10 of the device itself is initially set to a value designating the first vibration mode (S2-14-1).
[0133] It is determined whether instruction data for setting the vibration mode to the second vibration mode has been received from the host device via the communication module 25 (S2-14-2).
[0134] If the result of the determination is positive, the vibration mode designation data d10 of the own device is set to a value that designates the second vibration mode (S2-14-3).
[0135] The processes of S2-14-2 and S2-14-3 are repeatedly executed during the game. FIG. 30 shows data that is temporarily stored in the volatile memory 22a of the game device 2a, which is the host device, when the above-mentioned codes are executed. FIG. 31 shows data that is temporarily stored in the volatile memory 22a of the game device 2b, which is the guest device, when the above-mentioned codes are executed. Each piece of data has been described above, so a description thereof will be omitted. The frame buffer may be provided in a different location, such as memory within the GPU 201. The transmission buffer area and the reception buffer area may be provided in a different location, such as memory within the communication module 25. The data stored in each transmission buffer area is transmitted to each destination by the communication module 25.
[0136] 32 shows programs stored in the non-volatile memory 31 of the game device 3. The non-volatile memory 31 stores a system program P3 executed by the CPU 300. The system program P3 includes a code C3-1 for acquiring operation data for the game device itself, a code C3-2 for transmitting operation data, a code C3-5 for determining the number of stored data, a code C3-6 for storing game image data, a code C3-9 for acquiring vibration data, a code C3-11 for transferring vibration data, a display code C3-12, and a code C3-14 for setting a vibration mode.
[0137] The code C3-1 for obtaining operation data of the player's own device performs the same processing as the code C2-1 for obtaining operation data of the player's own device. The code C3-2 for transmitting operation data performs the same processing as the code C2-2 for transmitting operation data. The code C3-5 for determining the number of stored data performs the same processing as the code C2-5 for determining the number of stored data. The code C3-6 for storing game image data performs the same processing as the code C2-6 for storing game image data. The code C3-9 for obtaining vibration data performs the same processing as the code C2-8 for obtaining vibration data, but does not convert the vibration data. The code C3-11 for transferring vibration data performs the same processing as the code C2-11 for transferring vibration data. The code C3-12 for display performs the same processing as the code C2-12 for display. The code C3-14 for setting vibration mode performs the same processing as the code C2-14 for setting vibration mode.
[0138] FIG. 33 shows data that is temporarily stored in the volatile memory 32 of the game device 3 when each of the above-mentioned codes is executed.
[0139] 34 shows programs and data stored in the non-volatile memory 41 of the game controller 4. The non-volatile memory 41 stores a control data generation program P4 and frequency characteristic data D4-1 for the vibration device 46. The control data generation program P4 is a program executed by the vibration control processor 40 and includes control data generation code C4-1. The control data generation code C4-1 includes instructions for generating control data to be input to the amplifier 45 that controls the vibration device 46. Execution of this code causes the following processing to be performed, for example, at predetermined intervals (FIG. 35).
[0140] The vibration data transmitted from the game device, which has been received by the communication module 44 and stored in the reception buffer of the volatile memory 42, is stored in the control data area 42 of the volatile memory 42 (S4-1-1).
[0141] Based on the command amplitude data and command frequency data included in the vibration data stored in the vibration data area of the volatile memory 42 and the frequency characteristic data D4-1 of the vibration device 46, control data is generated and stored in the control data area of the volatile memory 42 (S4-1-2). The frequency characteristic data D4-1 is data indicating the output characteristics of the vibration device 46 at each frequency, such as data indicating the ease of vibration at each frequency. In S4-1-2, the frequency characteristic data D4-1 is referenced and the control data is generated using, for example, the ease of vibration at the frequency indicated by the command frequency data included in the vibration data and the command amplitude data included in the vibration data. The amplifier 45 controls the vibration device 46 based on the control data stored in the control data area of the volatile memory 42.
[0142] FIG. 36 shows programs and data stored in the non-volatile memory 51 of the game controller 5. The non-volatile memory 51 stores a control data generation program P5 and frequency characteristic data D5-1 for the vibration device 56. The control data generation program P5 is code executed by the vibration control processor 50 and includes control data generation code C5-1. The control data generation code C5-1 includes an instruction for generating control data to be input to the amplifier 55 that controls the vibration device 56. Execution of this code results in, for example, the processing shown in FIG. 37 being performed (this is similar to the processing in FIG. 35 and therefore will not be described again). The amplifier 55 controls the vibration device 56 based on the control data stored in the control data area of the volatile memory 52.
[0143] The above-mentioned processes executed by a CPU or the like may be shared and processed by multiple processors. Also, some of the processes may be performed by a hard logic circuit (ASIC, etc.). The processes by the above-mentioned programs may be shared and processed by multiple program groups. [Explanation of symbols]
[0144] 1 Game system, 2 First type game device, 3 Second type game device, 4 First type game controller, 5 Second type game controller, C1-1 Game processing code, C1-2 Game image generation code, C1-3 Game vibration data generation code, C1-4 Operation vibration data generation code, C1-5 Vibration mode setting instruction code, D1-2 Game vibration data, D1-2 Operation vibration data, C2-1 Self device operation data acquisition code, C2-2 Operation data transmission code, C2-3 Guest device operation data acquisition code, C2-4 Game image transmission code, C2-5 Accumulation number determination code, C2-6 Game image data accumulation code, C2-7 Vibration data conversion code, C2-8 Vibration data transmission code, C2-9 Vibration data acquisition code, C2-10 Vibration data transfer code (for host device), C2-11 Vibration data transfer code (for guest device), C2-12 Display code, C2-13 Vibration mode setting code (for host device), C2-14 Vibration mode setting code (for guest device), C3-1 Code for obtaining operation data of own device (for type 2 game device), C3-2 Code for transmitting operation data (for type 2 game device), C3-5 Code for determining number of stored data (for type 2 game device), C3-6 Code for storing game image data (for type 2 game device), C3-9 Code for obtaining vibration data (for type 2 game device), C3-11 Code for transferring vibration data (for type 2 game device), C3-12 Display code (for type 2 game device), C3-14 Code for setting vibration mode (for type 2 game device), C4-1 Control data generation code, D4-1 Frequency characteristic data of vibration device 46, C5-1 Control data generation code, D5-1 Frequency characteristic data of vibration device 56.
Claims
1. An information processing system in which a second user using a second controller having a vibration device can view an application image of a first user using a first controller, means for acquiring operation data of the first controller; means for executing information processing based on the operation data and generating an application image; means for displaying the application image on a display of the first user (hereinafter referred to as a first display); means for displaying the application image on a display of the second user (hereinafter referred to as a second display); means for generating first vibration data (hereinafter referred to as first generation) in accordance with the operation data; and means for controlling the vibration device based on the first vibration data (hereinafter referred to as first control).
2. the first controller comprises a vibration device; means for generating second vibration data (hereinafter referred to as second generation) based on a result of the information processing; further comprising means for controlling a vibration device of the first controller based on the second vibration data (hereinafter referred to as second control); The information processing system according to claim 1 , wherein the first control is configured to be performed based on the first vibration data and the second vibration data.
3. The information processing system according to claim 2 , wherein the first control is configured such that control based on the second vibration data is performed with priority over control based on the first vibration data.
4. The information processing system according to claim 2 , wherein the first generation and the second generation are processes performed by a processor that executes a game program.
5. a first information processing device used by the first user and a second information processing device used by the second user; The first information processing device a means for performing the acquisition, the generation of the application image, the first display, the first generation, the second generation, and the second control; means for transmitting the first vibration data and the second vibration data to the second information processing device; The second information processing device further comprising means for receiving the first vibration data and the second vibration data; The information processing system according to claim 2 , further comprising means for performing the second display and the first control.
6. 3. The information processing system according to claim 2, wherein the first vibration data and the second vibration data have a common format and are treated indistinguishably.
7. The vibration device of the first controller (hereinafter referred to as the first vibration device) and the vibration device of the second controller (hereinafter referred to as the second vibration device) are different, The information processing system according to claim 2 , wherein the first control is configured to perform control according to frequency characteristics of the second vibrating device.
8. 8. The information processing system according to claim 1, wherein the first vibration data is generated such that different vibration data is generated depending on the content of the operation data.
9. Computer, A means for acquiring controller operation data; means for executing game processing based on the operation data and generating a game image; means for performing processing to transmit the game image to another information processing device in order to display the game image on a display of the other information processing device; means for generating first vibration data according to the content of the operation data; a program for causing the program to function as a means for performing processing for transmitting the first vibration data to the other information processing device in order to vibrate a vibration device of the other information processing device;
10. The computer further comprises: means for generating second vibration data based on a result of the game processing; The program according to claim 9 , for causing the program to function as a means for performing processing for transmitting the second vibration data to the other information processing device in order to vibrate a vibration device of the other information processing device.
11. The program according to claim 10 , wherein the first vibration data and the second vibration data are transmitted without distinction.
12. The program according to claim 9 , wherein the first vibration data is generated so that different vibration data is generated depending on the content of the operation data.
13. 1. A method implemented in a computer of a game system in which a game image of a first user using a first controller can be viewed by a second user using a second controller having a vibration device, the method comprising: Acquire operation data of the first controller; Executing game processing based on the operation data and generating a game image; displaying the game image on the display of the first user; displaying the game image on the display of the second user; generating first vibration data according to the operation data; Controlling the vibration device based on the first vibration data.
Citation Information
Patent Citations
Vibration signal creation program, vibration signal creation system, vibration signal creation device, vibration signal creation method and data output program
JP2016202486A